Farseer Taldeer

"I have come to destroy you, monster."

Taldeer has long been haunted by nightmares of a return of the Necrons that her people fought millennia ago. She follows her visions to hunt worlds were the Necron menace is emerging and leads the Ulthwé forces at her disposal in destroying the emerging Necron troops. Not trusting the Mon-Keigh to leave well enough alone, she will also destroy any of their kind that get in her way to ensure that the Necrons stay buried once she has left.

In Dark Crusade Taldeer's visions have led her to the recently captured Tau world of Kronus. Although her initial intentions had been to simply halt the rising Necrons at the source, once Taldeer learned that it had been human archaeologists who awakened the Necrons in the first place, she pledged to destroy all enemy forces on Kronus to prevent their bumbling interference from disturbing the Necrons' rest again.

Tactics

Unlike in multiplayer, Farseer Taldeer can function as a dedicated caster throughout the fight. Combining the recharge reduction from the Seer Council (one of which is available as an Honor Guard unit), the Farseer Veteran/Hero Upgrades, and all of her wargear, Taldeer's spells recharge in just 1/3 their usual time.

Of course, with the amazing melee power, damage reductions, health bonuses, and the Rune Aura available to her, it would be foolish to leave her in the back lines. Her Rune Aura provides such a dramatic amount of healing to nearby troops that your normally fragile Howling Banshee Squads can operate under fire for much longer than usual. When you get an honor guard melee squad or a Seer Council, attach Taldeer to them for a better meatshield.

Abilities

Psychic Storm

Psychic Storm

Hotkey: C

Requires

None

Target Types

Any Location, Best used on infantry

Range

35

Area of effect

10

Cooldown time

155 s

Effects

The Farseer unleashes a power psychic blast over an area, damaging enemy infantry every second over 10 seconds. If casted on a squad, it will track the targeted squad for the full duration, in addition to the area of effect damage to other squads. Damage shown is the total over 10 seconds.

Damage Values

Infantry

Vehicles

Buildings

Daemons

Base Damage

Low

Med

High

H.Med

H.Hi

Cmdr

Low

Med

High

Air

Low

Med

High

Med

High

Morale

Min

Max

Min.D

120-128

120-128

160-170

160-170

160-170

128-136

N/A

N/A

N/A

-

N/A

N/A

N/A

160-170

50

50

16

17

5

Mind War

Mind War

Hotkey: M

Requires

None

Target Types

Infantry

Range

30

Area of effect

0

Cooldown time

110 s

Effects

Does damage to targeted unit over 5 seconds and slows target by 25% for duration of the Mind War. Damage shown is the total over 5 seconds.

Damage Values

Infantry

Vehicles

Buildings

Daemons

Base Damage

Low

Med

High

H.Med

H.Hi

Cmdr

Low

Med

High

Air

Low

Med

High

Med

High

Morale

Min

Max

Min.D

315-440

284-396

315-440

315-440

315-440

315-440

N/A

N/A

N/A

-

N/A

N/A

N/A

315-440

315-440

50

315

440

5

Guide

Guide

Hotkey: G

Requires

None

Target Types

Friendly Infantry

Range

40

Area of effect

Entire targeted squad

Cooldown time

150 s

Effects

Improves the accuracy of target squad by 30% for 25 seconds. Depending on the squad's initial accuracy with their weapons, this can be a boost to overall DPS by 40-50%. Also note that a guided squad firing on the move has 300% the DPS of an unguided one.

Eldritch Storm

The Farseer casts a massive psychic-powered storm that blasts the area with psychic discharge for 5 seconds, affecting all units within the area of effect and well as throwing them back with the force of the Storm. The damage of the spell has a radius of 10, roughly the size of the targeting cursor, but the knockback of the spell is in a radius of 20. Units caught within the the damage radius also have their movement speed slowed by 25% for the duration of the spell. Damage shown is the total over 5 seconds.